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Broken Sword: The Angel of Death Review

PC Review by Kristan Reed

15 September, 2006

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There's something so defiantly old school about Revolution's latest that you want to hug it like an old security blanket. With Broken Sword: The Angel of Death, Charles Cecil and co have done exactly what we've been asking them to do for the past six years or so: get back to basics. They've stopped trying to make hopeless concessions to action games. They've stopped listening to the naysayers who claim the adventure game is dead. And best of all, they've convinced publisher THQ to let them made a game that's all about the puzzles and the narrative. Want action? Go and buy an action game; there's plenty of them out there.

By going back to where the series started, Revolution is set free to create a twisted web of puzzles that require the kind of attention to detail and lateral thought that many gamers will be unfamiliar with these days. If your idea of a puzzle is pulling a lever, pushing a crate into a pressure pad or finding a key for a locked door, then leave via the nearest exit. The Angel of Death requires you to actually pay attention to your inventory, to repeatedly grill characters for new information, to approach puzzles logically and, above all, be persistent. This isn't a game that delivers a quick fix, but one that administers entertainment in long, lingering doses, punctuated by the occasional burst of incredulity.

Once again, religious conspiracy forms the centrepiece of a fiercely twisting narrative that has become the series' trademark. This time it centres on an ancient weapon that Moses once unleashed upon the Egyptians to devastating effect, and is in danger of being rediscovered and utilised by fanatical Catholics. The ever-hapless George Stobbart finds himself unwittingly caught up in the whole sorry mess - yet at the start of the game we find the blonde-haired fop somewhat down on his luck. Set a year after the controversial events of the Glastonbury incident in The Sleeping Dragon, Stobbart's reputation is in tatters and he's forced to take a job at a Big Bro's Bail Bond company and bore people about his amazing extendible golf club.

Nun shall pass

Enter Anna Maria - a dubiously proportioned blonde who's on the run from Mafia types who want to get their hands on some kind of ancient manuscript. Striking up an instant, enduring and frequently flirtatious partnership, you spend much of the game trying to sneak her past security guards and generally figuring out ancient riddles. And then the game turns on its head several times as you begin to doubt the motives of practically everyone you meet - as well as your own sanity on some of the trickier puzzles you come across on your journeys.

'Broken Sword: The Angel of Death' Screenshot calm

Strangely calm, under the circumstances.

Initially, the most surprising aspect of the game is just how stripped down the interface is. Although you can still take direct control of the player's movements, it soon becomes apparent that point and click is by far the most intuitive means of getting around. Click anywhere on the screen and George moves there. Hover the mouse over an item of interest and click on it. It's point and click in the purest sense, with possibly the cleanest adventure interface possible. As usual, the cursor changes dynamically - depending on the context - to an eyeball to examine, a cog to activate, or a hand icon to pick something up, and you're never in doubt of the limitations of what you're allowed to interact with. Hover it over an unlocked door and it'll change to an open door icon, move the cursor it changes to a speech icon, and so on.

In the instances where there are multiple choices, right clicking over the object brings up all available actions, with a further left click to confirm. With the inventory tucked out of sight at the top of the screen, ,moving the cursor up brings up an icon bar with everything you're carrying displayed in icon form. Simply click on an object you want to use, move it out of the inventory, and click again on the object/person you want to use it on. Easy. Occasionally you might want to further examine items you've picked up, or combine objects within the inventory, and sometimes you'll want to talk to people to gather clues by clicking on them and any icons that appear in the simplified conversation system at the bottom of the screen. If you've played either of the first two Broken Sword games, you'll be right at home, because The Angel of Death plays almost exactly like them in every respect.

Moving on, heading back

'Broken Sword: The Angel of Death' Screenshot goose

Goose him, George. Go on.

The main difference, of course, is that graphical technology has moved on massively since those old classic 2D adventures. The Sleeping Dragon proved that a move to 3D could retain all the old visual charm of the 96/97 vintage, and The Angel of Death brings it even closer to the original's style - albeit with all the old control mechanics restored. Whether viewed at 1280x1024 on your PC monitor, or at 1360x768 on your big wide-screen HDTV, the game looks sumptuous throughout. The slightly elongated-looking characters fit perfectly into the Broken Sword design mould, complete with somewhat exaggerated walking animations that seem to fit somehow. And although the dynamically shifting camera angles are superbly unobtrusive for the most part, Revolution and Sumo haven't quite nailed lip syncing yet, sadly, despite doing a much better job of mastering facial expressions this time around. Apart from a few other minor niggles (mainly with climbing stairs, and a few odd hair rendering glitches) it's technically the best in the series. Certainly, in terms of locations, fans of the series will be delighted - not just with their consistent high quality, but how self-contained each part of the game is.

With all the basics of the game so completely and utterly nailed, what remains is to judge it on the quality of the puzzles and narrative. Taking the last point first (because we're cowards), it's definitely a cut above The Sleeping Dragon in every sense. The whole plot line is consistently engaging in a way we haven't felt about an adventure for, ooh, years. Although the characters are still very much in the traditional 'archetypal' mould that resonates throughout the entire series, the voice acting is about ten times better than tiresomely stereotypical Sleeping Dragon. Stobbart is as typically understated, bumbling and wry as ever, and all the various supporting cast do a fine job even when cast in their roles as archetypal Irish, Scot, English, Turk, Mafioso and so on. Maybe the script's just a little better this time, too, because the EG cringeometer never once twitched. On the whole, it's just a damned good yarn, and by the end you feel like you've even learned a little, too - which is a rarity in videogaming.

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Comments: 1-32 of 32 in total

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Dirtbox
15/09/06 @ 10:44
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Smashing.
blizeH
15/09/06 @ 10:45
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I hope they've fixed the cliched dialogue from the last one!
the_dudefather
15/09/06 @ 10:47
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does the lucky lump of coal make a well deserved comeback?
Darren
15/09/06 @ 10:48
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Seems a fair score to me based on the demo I played. One thing that infuriated me about the demo was how uninteractive everything was, you didn't get a humourous response to, say, trying to set fire to everything and the game lets you use what it wants you to which makes some of the puzzles rather TOO obvious I think...

It's looks like a decent game but from the demo seems to lack the humour and inventiveness of the Monkey Island and Grim Fandango games. My copy of the game should arrive from Play.com tomorrow; it only costs £17.99 which is good price for these kinds of linear, old-fashioned adventure games
kangarootoo
15/09/06 @ 10:50
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Yay for the return to (at leat the option of) a point and click interface.

/runs down garden path weeping and hugs PnC interface that has just returned after I thought it was dead for the last 10 years.
Dr.Gash
15/09/06 @ 10:55
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I'm hoping the full game is a step up from the demo. Not being able to skip dialogue was a terrible design flaw and, as another poster mentioned, the characters were so lifeless in 3d it was a bore to watch when you did have to sit through lengthy conversations. That salami guy talked for ages and the only thing that moved was his mouth, despite giving quite an impassioned speech about salami. The demo was quite lame.
Pac
15/09/06 @ 10:56
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I too salute the return of PnC control. The only thing that has come close recently is Phoenix Wright on the DS - a machine sadly starved of decent PnC gaming.

But why oh why is it only on the PC?

Being a bit of a Ludite I can never get anything to run on my aging PC. The demo coughed and spluttered along alarmingly even after downloading the latest drivers yada yada..

Must...wait...for...console...release
penhalion
15/09/06 @ 11:17
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Darren

Did you get the apron from that salami guy? I gave hima golf club in the demo and then couldn't seem to do anything at all!

This is seriously colouring my purchase of this game.
RMXtreme
15/09/06 @ 11:28
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@penhalion
You should try giving him the cigarettes in exchange for the salami.
hence776
15/09/06 @ 12:52
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Aaah. A REAL adventure game at last. Now I am just waiting for Police Quest to come back too... :-)

Does anyone know what formats this game is on? Does it come to Xbox?

Oh, and good review btw...
kangarootoo
15/09/06 @ 13:04
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The official site only gives mention to a PC version, so I suspect not :(
kid666
15/09/06 @ 13:06
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You still can't skip dialoge in the final version. Makes me angry.
I've been playing for about half an hour and I already got stuck two times. Its old school adventure gaming alright:)
Genji
15/09/06 @ 13:31
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Make a DS version!
Darren
15/09/06 @ 13:48
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Penhalion - "Darren

Did you get the apron from that salami guy? I gave hima golf club in the demo and then couldn't seem to do anything at all!"

Yeah, I completed the demo in about 20 minutes.

I found it surprisingly easy for the reasons I gave above; that is the limited number of items you have and can interact with. You can pretty much randomly try things and you'll get the solution in the end as the game doesn't allow you to interact with anything else that isn't integral to the plot.

That's why it feels so linear and there's a lack of responses for silly things you might try like setting said guy on fire with the lighter. Instead you get a rather dry "I don't think I should do that" or something like that. Kind of reminds me of those old text driven adventure games that required you to type in the EXACT phrase in order to progress through the game. I think Revolution could have made the game a little more atmospheric had they injected more humour into the game and anticipated people trying silly things; it's what made games like Secret of Monkey Island so memorable for me...
Artemus
15/09/06 @ 14:23
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Apparently 70% of BS3 sales were PC. Hence no console release.
morriss
15/09/06 @ 14:54
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/buys

Good stuff! Adenvture games ftWiin!
SeesThroughAll
15/09/06 @ 15:15
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Make a DS version!

There's homebrew SCUMMVM for the DS too.
smelly
15/09/06 @ 17:24
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ScummVm DS is rubbish, you cant move your cursor over things - it automatically selects them

This would be ace on the wii.. using controller instead of mouse ... like!

Trying out demo as soon as it's finished downloading.. not long now.
Lex_Luthor
15/09/06 @ 19:37
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"Apparently 70% of BS3 sales were PC. Hence no console release."

That really really sucks :(
botherer
15/09/06 @ 19:55
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Smelly: "ScummVm DS is rubbish, you cant move your cursor over things - it automatically selects them"

Yes you can. You press Up on the Dpad and it becomes a hovering cursor that you can sweep over things.

And even if it couldn't, which it can, how is it rubbish?! It's flipping awesome! You're playing some of the best games ever on your DS!
smelly
15/09/06 @ 20:36
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Yes you can. You press Up on the Dpad and it becomes a hovering cursor that you can sweep over things.


Ah, colour me embarrased.. I'll have to try again..

Whoops! teach me not to RTFF.

smelly
15/09/06 @ 20:37
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>That really really sucks :(

Yeah.. but console gamers are by definition stupid.. look at how many arguments go on. lol

Normally I PREFER to play games on a console, but with BS3 I bought the pc version, something didnt feel "right" about not playing an adventure game on a pc.
morriss
16/09/06 @ 16:52
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Any views on this yet? Anyone had a go?
Crofto
16/09/06 @ 16:58
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I've only played the game 5 hours or so, but I agree with this review, despite being a huge fan of Broken Sword games (bar Sleeping Dragon which was waaaay off the mark).

I'm so glad Revolution has gone back to the Shadow of the Templars/Smoking Mirror format, but I have to say that the puzzles in the latest are somewhat difficult. I *hate* not being told what to do, or even getting any hints, and this game suffers from it so much... unfortunately.

I love the game so far, but I'm - at this very time - completely stuck in-between two areas in Istanbul with no bloody knowledge - at all - on what the heck I have to do next. I've even tried to old school option of trying all items on all people/objects, and even that isn't paying off! That used to be the old veteran way of getting past tricky puzzles in the Broken Swords.

If Revolution - at least - dropped in a few more clues to the puzzles - and to what you have to do - then I'd say this game would be worthy of a 9/10 easily. But for now I'll stick with an 8/10 myself simply because it's such a huge improvement over The Sleeping Dragon.
stephen
16/09/06 @ 18:04
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Oh point and click adventures how I love you so \o/

I got pissed off towards the end of the Sleeping Dragon with one of the action bits where you had to creep around undetected (Boo!), this looks more promising.

/buys
Artemus
16/09/06 @ 18:42
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I like it. Been stuck a few times today, but for stupid reasons. I can usually figure out the puzzles before i've done them, but trouble is I miss that one crucial thing in the middle because they're not clearly highlighted (like the fan switch in the bathroom for example).
kangarootoo
17/09/06 @ 17:11
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@Crofto

"That used to be the old veteran way of getting past tricky puzzles in the Broken Swords"

Oh tell me about it.

1. Eat pizza
2. Use cactus with monkey wrench
3. Eat pizza
4. Use wooden abacus with red gas bill
5. Eat garlic bread
6. Use tin foil lighting conductor with cup of hair
7. Realise its 3:45am
kid666
17/09/06 @ 17:44
#28
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There are some hints on the revolution's page:
http://www.revolution.co.uk/bs4_hints.php
CitizenGeek
17/09/06 @ 17:51
#29
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Why does Eurogamer take 2 whole pages to review a game no one cares about, but only says about 4 or 5 words in the review of FFXII.......
stephen
17/09/06 @ 18:59
#30
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No-one cares about? Don't state your opinion as fact.

Also, they use multiple pages to get twice the ads in :p
kangarootoo
18/09/06 @ 10:22
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@CitizenGeek

I don't give a rats ass about FFXII, but I'd happily welcome a longer review for your benefit. Live and let live right?
Daikon
18/09/06 @ 22:47
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At least when you get stuck you can get unstuck.
In the very old school adventure games such as Leisure Suit Larry 2 at some points you had to have certain item(s) you had to pick up earlier in the game. If you didn't have them in your inventory you'd better pray you made a lot of saved games as there was no way to go back and get the items.
Totally unforgiving.

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